传输层实现(客户端/服务端,链接管理和心跳机制,重连机制)

消息序列化(json序列化,消息压缩,消息ID和时间戳)
网络服务器核心(networkserver/基础room/链接状态同步)
网络客户端核心(networkclient/消息队列)
This commit is contained in:
YHH
2025-08-14 23:59:00 +08:00
parent 32092f992d
commit 6730a5d625
29 changed files with 8100 additions and 236 deletions

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/**
* 房间基础实现
* 提供房间的基本功能,包括玩家管理和房间状态管理
*/
import { createLogger } from '@esengine/ecs-framework';
import { RoomState, IRoomInfo, INetworkMessage, EventEmitter } from '@esengine/network-shared';
import { ClientSession } from '../core/ConnectionManager';
/**
* 房间配置
*/
export interface RoomConfig {
id: string;
name: string;
maxPlayers: number;
isPublic: boolean;
password?: string;
metadata?: Record<string, any>;
autoDestroy: boolean; // 是否在空房间时自动销毁
customData?: Record<string, any>;
}
/**
* 玩家信息
*/
export interface PlayerInfo {
sessionId: string;
name: string;
isHost: boolean;
joinTime: number;
customData?: Record<string, any>;
}
/**
* 房间事件接口
*/
export interface RoomEvents {
playerJoined: (player: PlayerInfo) => void;
playerLeft: (player: PlayerInfo, reason?: string) => void;
hostChanged: (oldHost: PlayerInfo, newHost: PlayerInfo) => void;
stateChanged: (oldState: RoomState, newState: RoomState) => void;
messageReceived: (message: INetworkMessage, fromPlayer: PlayerInfo) => void;
roomDestroyed: (reason: string) => void;
}
/**
* 房间统计信息
*/
export interface RoomStats {
id: string;
playerCount: number;
maxPlayers: number;
createTime: number;
totalPlayersJoined: number;
messagesSent: number;
messagesReceived: number;
state: RoomState;
}
/**
* 房间类
*/
export class Room extends EventEmitter {
private logger = createLogger('Room');
private config: RoomConfig;
private state: RoomState = RoomState.Waiting;
private players: Map<string, PlayerInfo> = new Map();
private hostId?: string;
private createTime: number = Date.now();
private stats: RoomStats;
// 事件处理器
private eventHandlers: Partial<RoomEvents> = {};
/**
* 构造函数
*/
constructor(config: RoomConfig) {
super();
this.config = { ...config };
this.stats = {
id: config.id,
playerCount: 0,
maxPlayers: config.maxPlayers,
createTime: this.createTime,
totalPlayersJoined: 0,
messagesSent: 0,
messagesReceived: 0,
state: this.state
};
this.logger.info(`房间已创建: ${config.id} (${config.name})`);
}
/**
* 玩家加入房间
*/
addPlayer(session: ClientSession, playerName?: string, password?: string): boolean {
// 检查房间是否已满
if (this.players.size >= this.config.maxPlayers) {
this.logger.warn(`房间已满,拒绝玩家加入: ${session.id}`);
return false;
}
// 检查玩家是否已在房间中
if (this.players.has(session.id)) {
this.logger.warn(`玩家已在房间中: ${session.id}`);
return false;
}
// 检查房间密码
if (this.config.password && password !== this.config.password) {
this.logger.warn(`密码错误,拒绝玩家加入: ${session.id}`);
return false;
}
// 检查房间状态
if (this.state === RoomState.Finished) {
this.logger.warn(`房间已结束,拒绝玩家加入: ${session.id}`);
return false;
}
// 创建玩家信息
const player: PlayerInfo = {
sessionId: session.id,
name: playerName || `Player_${session.id.substr(-6)}`,
isHost: this.players.size === 0, // 第一个加入的玩家成为房主
joinTime: Date.now(),
customData: {}
};
// 添加玩家到房间
this.players.set(session.id, player);
this.stats.playerCount = this.players.size;
this.stats.totalPlayersJoined++;
// 设置房主
if (player.isHost) {
this.hostId = session.id;
}
this.logger.info(`玩家加入房间: ${player.name} (${session.id}) -> 房间 ${this.config.id}`);
// 触发事件
this.eventHandlers.playerJoined?.(player);
this.emit('playerJoined', player);
return true;
}
/**
* 玩家离开房间
*/
removePlayer(sessionId: string, reason?: string): boolean {
const player = this.players.get(sessionId);
if (!player) {
return false;
}
// 从房间移除玩家
this.players.delete(sessionId);
this.stats.playerCount = this.players.size;
this.logger.info(`玩家离开房间: ${player.name} (${sessionId}) <- 房间 ${this.config.id}, 原因: ${reason || '未知'}`);
// 如果离开的是房主,需要转移房主权限
if (player.isHost && this.players.size > 0) {
this.transferHost();
}
// 触发事件
this.eventHandlers.playerLeft?.(player, reason);
this.emit('playerLeft', player, reason);
// 检查是否需要自动销毁房间
if (this.config.autoDestroy && this.players.size === 0) {
this.destroy('房间为空');
}
return true;
}
/**
* 获取玩家信息
*/
getPlayer(sessionId: string): PlayerInfo | undefined {
return this.players.get(sessionId);
}
/**
* 获取所有玩家
*/
getAllPlayers(): PlayerInfo[] {
return Array.from(this.players.values());
}
/**
* 获取房主
*/
getHost(): PlayerInfo | undefined {
return this.hostId ? this.players.get(this.hostId) : undefined;
}
/**
* 转移房主权限
*/
transferHost(newHostId?: string): boolean {
if (this.players.size === 0) {
return false;
}
const oldHost = this.getHost();
let newHost: PlayerInfo | undefined;
if (newHostId) {
newHost = this.players.get(newHostId);
if (!newHost) {
this.logger.warn(`指定的新房主不存在: ${newHostId}`);
return false;
}
} else {
// 自动选择第一个玩家作为新房主
newHost = Array.from(this.players.values())[0];
}
// 更新房主信息
if (oldHost) {
oldHost.isHost = false;
}
newHost.isHost = true;
this.hostId = newHost.sessionId;
this.logger.info(`房主权限转移: ${oldHost?.name || 'unknown'} -> ${newHost.name}`);
// 触发事件
if (oldHost) {
this.eventHandlers.hostChanged?.(oldHost, newHost);
this.emit('hostChanged', oldHost, newHost);
}
return true;
}
/**
* 设置房间状态
*/
setState(newState: RoomState): void {
if (this.state === newState) {
return;
}
const oldState = this.state;
this.state = newState;
this.stats.state = newState;
this.logger.info(`房间状态变化: ${oldState} -> ${newState}`);
// 触发事件
this.eventHandlers.stateChanged?.(oldState, newState);
this.emit('stateChanged', oldState, newState);
}
/**
* 处理房间消息
*/
handleMessage(message: INetworkMessage, fromSessionId: string): void {
const player = this.players.get(fromSessionId);
if (!player) {
this.logger.warn(`收到非房间成员的消息: ${fromSessionId}`);
return;
}
this.stats.messagesReceived++;
// 触发事件
this.eventHandlers.messageReceived?.(message, player);
this.emit('messageReceived', message, player);
}
/**
* 广播消息到房间内所有玩家
*/
broadcast(message: INetworkMessage, exclude?: string[], onSend?: (sessionId: string) => void): void {
const excludeSet = new Set(exclude || []);
let sentCount = 0;
for (const player of this.players.values()) {
if (!excludeSet.has(player.sessionId)) {
if (onSend) {
onSend(player.sessionId);
sentCount++;
}
}
}
this.stats.messagesSent += sentCount;
}
/**
* 检查玩家是否在房间中
*/
hasPlayer(sessionId: string): boolean {
return this.players.has(sessionId);
}
/**
* 检查房间是否已满
*/
isFull(): boolean {
return this.players.size >= this.config.maxPlayers;
}
/**
* 检查房间是否为空
*/
isEmpty(): boolean {
return this.players.size === 0;
}
/**
* 获取房间信息
*/
getRoomInfo(): IRoomInfo {
return {
id: this.config.id,
name: this.config.name,
playerCount: this.players.size,
maxPlayers: this.config.maxPlayers,
state: this.state,
metadata: this.config.metadata
};
}
/**
* 获取房间配置
*/
getConfig(): RoomConfig {
return { ...this.config };
}
/**
* 获取房间统计信息
*/
getStats(): RoomStats {
return {
...this.stats,
playerCount: this.players.size
};
}
/**
* 更新房间配置
*/
updateConfig(updates: Partial<RoomConfig>): void {
Object.assign(this.config, updates);
this.logger.info(`房间配置已更新: ${this.config.id}`, updates);
}
/**
* 设置玩家自定义数据
*/
setPlayerData(sessionId: string, data: Record<string, any>): boolean {
const player = this.players.get(sessionId);
if (!player) {
return false;
}
player.customData = { ...player.customData, ...data };
return true;
}
/**
* 获取房间运行时间
*/
getUptime(): number {
return Date.now() - this.createTime;
}
/**
* 验证密码
*/
validatePassword(password?: string): boolean {
if (!this.config.password) {
return true; // 无密码房间
}
return password === this.config.password;
}
/**
* 设置事件处理器
*/
override on<K extends keyof RoomEvents>(event: K, handler: RoomEvents[K]): this {
this.eventHandlers[event] = handler;
return super.on(event, handler as any);
}
/**
* 移除事件处理器
*/
override off<K extends keyof RoomEvents>(event: K): this {
delete this.eventHandlers[event];
return super.off(event, this.eventHandlers[event] as any);
}
/**
* 销毁房间
*/
destroy(reason: string = '房间关闭'): void {
this.logger.info(`房间销毁: ${this.config.id}, 原因: ${reason}`);
// 清理所有玩家
const playersToRemove = Array.from(this.players.keys());
for (const sessionId of playersToRemove) {
this.removePlayer(sessionId, reason);
}
// 触发销毁事件
this.eventHandlers.roomDestroyed?.(reason);
this.emit('roomDestroyed', reason);
// 清理资源
this.players.clear();
this.removeAllListeners();
}
/**
* 获取房间详细状态
*/
getDetailedStatus() {
return {
config: this.getConfig(),
info: this.getRoomInfo(),
stats: this.getStats(),
players: this.getAllPlayers(),
host: this.getHost(),
uptime: this.getUptime(),
isEmpty: this.isEmpty(),
isFull: this.isFull()
};
}
/**
* 踢出玩家
*/
kickPlayer(sessionId: string, reason: string = '被踢出房间'): boolean {
if (!this.hasPlayer(sessionId)) {
return false;
}
return this.removePlayer(sessionId, reason);
}
/**
* 暂停房间
*/
pause(): void {
if (this.state === RoomState.Playing) {
this.setState(RoomState.Paused);
}
}
/**
* 恢复房间
*/
resume(): void {
if (this.state === RoomState.Paused) {
this.setState(RoomState.Playing);
}
}
/**
* 开始游戏
*/
startGame(): boolean {
if (this.state !== RoomState.Waiting) {
return false;
}
if (this.players.size === 0) {
return false;
}
this.setState(RoomState.Playing);
return true;
}
/**
* 结束游戏
*/
endGame(): boolean {
if (this.state !== RoomState.Playing && this.state !== RoomState.Paused) {
return false;
}
this.setState(RoomState.Finished);
return true;
}
/**
* 重置房间到等待状态
*/
reset(): void {
this.setState(RoomState.Waiting);
// 可以根据需要重置其他状态
}
}

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/**
* 房间管理器
* 负责房间的创建、销毁和管理
*/
import { createLogger, ITimer, Core } from '@esengine/ecs-framework';
import { Room, RoomConfig, PlayerInfo, RoomEvents } from './Room';
import { ClientSession } from '../core/ConnectionManager';
import { RoomState, IRoomInfo, EventEmitter } from '@esengine/network-shared';
/**
* 房间管理器配置
*/
export interface RoomManagerConfig {
maxRooms: number;
defaultMaxPlayers: number;
autoCleanupInterval: number; // 自动清理间隔(毫秒)
roomIdLength: number;
allowDuplicateNames: boolean;
defaultAutoDestroy: boolean;
}
/**
* 房间查询选项
*/
export interface RoomQueryOptions {
state?: RoomState;
hasPassword?: boolean;
minPlayers?: number;
maxPlayers?: number;
notFull?: boolean;
publicOnly?: boolean;
limit?: number;
offset?: number;
}
/**
* 房间创建选项
*/
export interface CreateRoomOptions {
id?: string;
name: string;
maxPlayers?: number;
isPublic?: boolean;
password?: string;
metadata?: Record<string, any>;
autoDestroy?: boolean;
}
/**
* 房间管理器事件接口
*/
export interface RoomManagerEvents {
roomCreated: (room: Room) => void;
roomDestroyed: (room: Room, reason: string) => void;
playerJoinedRoom: (room: Room, player: PlayerInfo) => void;
playerLeftRoom: (room: Room, player: PlayerInfo, reason?: string) => void;
}
/**
* 房间管理器统计
*/
export interface RoomManagerStats {
totalRooms: number;
activeRooms: number;
totalPlayers: number;
roomsByState: Record<RoomState, number>;
roomsCreated: number;
roomsDestroyed: number;
playersJoined: number;
playersLeft: number;
}
/**
* 房间管理器
*/
export class RoomManager extends EventEmitter {
private logger = createLogger('RoomManager');
private config: RoomManagerConfig;
private rooms: Map<string, Room> = new Map();
private playerRoomMap: Map<string, string> = new Map(); // sessionId -> roomId
private stats: RoomManagerStats;
private cleanupTimer?: ITimer;
// 事件处理器
private eventHandlers: Partial<RoomManagerEvents> = {};
/**
* 构造函数
*/
constructor(config: Partial<RoomManagerConfig> = {}) {
super();
this.config = {
maxRooms: 1000,
defaultMaxPlayers: 8,
autoCleanupInterval: 300000, // 5分钟
roomIdLength: 8,
allowDuplicateNames: true,
defaultAutoDestroy: true,
...config
};
this.stats = {
totalRooms: 0,
activeRooms: 0,
totalPlayers: 0,
roomsByState: {
[RoomState.Waiting]: 0,
[RoomState.Playing]: 0,
[RoomState.Paused]: 0,
[RoomState.Finished]: 0
},
roomsCreated: 0,
roomsDestroyed: 0,
playersJoined: 0,
playersLeft: 0
};
this.startAutoCleanup();
}
/**
* 创建房间
*/
createRoom(creatorSession: ClientSession, options: CreateRoomOptions): Room | null {
// 检查房间数量限制
if (this.rooms.size >= this.config.maxRooms) {
this.logger.warn(`房间数量已达上限: ${this.config.maxRooms}`);
return null;
}
// 检查玩家是否已在其他房间
if (this.playerRoomMap.has(creatorSession.id)) {
this.logger.warn(`玩家已在其他房间中: ${creatorSession.id}`);
return null;
}
// 检查房间名称重复
if (!this.config.allowDuplicateNames && this.isNameExists(options.name)) {
this.logger.warn(`房间名称已存在: ${options.name}`);
return null;
}
// 生成房间ID
const roomId = options.id || this.generateRoomId();
if (this.rooms.has(roomId)) {
this.logger.warn(`房间ID已存在: ${roomId}`);
return null;
}
// 创建房间配置
const roomConfig: RoomConfig = {
id: roomId,
name: options.name,
maxPlayers: options.maxPlayers || this.config.defaultMaxPlayers,
isPublic: options.isPublic !== false, // 默认为公开
password: options.password,
metadata: options.metadata || {},
autoDestroy: options.autoDestroy ?? this.config.defaultAutoDestroy
};
try {
// 创建房间实例
const room = new Room(roomConfig);
this.setupRoomEvents(room);
// 添加到房间列表
this.rooms.set(roomId, room);
// 创建者自动加入房间
const success = room.addPlayer(creatorSession, `Creator_${creatorSession.id.substr(-6)}`);
if (!success) {
// 加入失败,销毁房间
this.destroyRoom(roomId, '创建者加入失败');
return null;
}
// 更新玩家房间映射
this.playerRoomMap.set(creatorSession.id, roomId);
// 更新统计
this.stats.roomsCreated++;
this.updateStats();
this.logger.info(`房间创建成功: ${roomId} by ${creatorSession.id}`);
// 触发事件
this.eventHandlers.roomCreated?.(room);
this.emit('roomCreated', room);
return room;
} catch (error) {
this.logger.error(`创建房间失败: ${roomId}`, error);
return null;
}
}
/**
* 销毁房间
*/
destroyRoom(roomId: string, reason: string = '房间关闭'): boolean {
const room = this.rooms.get(roomId);
if (!room) {
return false;
}
// 移除所有玩家的房间映射
for (const player of room.getAllPlayers()) {
this.playerRoomMap.delete(player.sessionId);
}
// 销毁房间
room.destroy(reason);
// 从房间列表移除
this.rooms.delete(roomId);
// 更新统计
this.stats.roomsDestroyed++;
this.updateStats();
this.logger.info(`房间已销毁: ${roomId}, 原因: ${reason}`);
// 触发事件
this.eventHandlers.roomDestroyed?.(room, reason);
this.emit('roomDestroyed', room, reason);
return true;
}
/**
* 玩家加入房间
*/
joinRoom(session: ClientSession, roomId: string, password?: string, playerName?: string): boolean {
// 检查玩家是否已在其他房间
if (this.playerRoomMap.has(session.id)) {
this.logger.warn(`玩家已在其他房间中: ${session.id}`);
return false;
}
// 获取房间
const room = this.rooms.get(roomId);
if (!room) {
this.logger.warn(`房间不存在: ${roomId}`);
return false;
}
// 尝试加入房间
const success = room.addPlayer(session, playerName, password);
if (!success) {
return false;
}
// 更新玩家房间映射
this.playerRoomMap.set(session.id, roomId);
// 更新统计
this.stats.playersJoined++;
this.updateStats();
const player = room.getPlayer(session.id)!;
this.eventHandlers.playerJoinedRoom?.(room, player);
this.emit('playerJoinedRoom', room, player);
return true;
}
/**
* 玩家离开房间
*/
leaveRoom(sessionId: string, reason?: string): boolean {
const roomId = this.playerRoomMap.get(sessionId);
if (!roomId) {
return false;
}
const room = this.rooms.get(roomId);
if (!room) {
this.playerRoomMap.delete(sessionId);
return false;
}
const player = room.getPlayer(sessionId);
if (!player) {
this.playerRoomMap.delete(sessionId);
return false;
}
// 从房间移除玩家
const success = room.removePlayer(sessionId, reason);
if (success) {
// 更新玩家房间映射
this.playerRoomMap.delete(sessionId);
// 更新统计
this.stats.playersLeft++;
this.updateStats();
this.eventHandlers.playerLeftRoom?.(room, player, reason);
this.emit('playerLeftRoom', room, player, reason);
}
return success;
}
/**
* 获取房间
*/
getRoom(roomId: string): Room | undefined {
return this.rooms.get(roomId);
}
/**
* 获取玩家所在房间
*/
getPlayerRoom(sessionId: string): Room | undefined {
const roomId = this.playerRoomMap.get(sessionId);
return roomId ? this.rooms.get(roomId) : undefined;
}
/**
* 查询房间列表
*/
queryRooms(options: RoomQueryOptions = {}): Room[] {
let rooms = Array.from(this.rooms.values());
// 应用过滤条件
if (options.state !== undefined) {
rooms = rooms.filter(room => room.getRoomInfo().state === options.state);
}
if (options.hasPassword !== undefined) {
rooms = rooms.filter(room => {
const config = room.getConfig();
return options.hasPassword ? !!config.password : !config.password;
});
}
if (options.minPlayers !== undefined) {
rooms = rooms.filter(room => room.getAllPlayers().length >= options.minPlayers!);
}
if (options.maxPlayers !== undefined) {
rooms = rooms.filter(room => room.getAllPlayers().length <= options.maxPlayers!);
}
if (options.notFull) {
rooms = rooms.filter(room => !room.isFull());
}
if (options.publicOnly) {
rooms = rooms.filter(room => room.getConfig().isPublic);
}
// 分页
if (options.offset) {
rooms = rooms.slice(options.offset);
}
if (options.limit) {
rooms = rooms.slice(0, options.limit);
}
return rooms;
}
/**
* 获取房间信息列表
*/
getRoomInfoList(options: RoomQueryOptions = {}): IRoomInfo[] {
return this.queryRooms(options).map(room => room.getRoomInfo());
}
/**
* 获取统计信息
*/
getStats(): RoomManagerStats {
this.updateStats();
return { ...this.stats };
}
/**
* 重置统计信息
*/
resetStats(): void {
this.stats = {
totalRooms: this.rooms.size,
activeRooms: this.rooms.size,
totalPlayers: this.playerRoomMap.size,
roomsByState: {
[RoomState.Waiting]: 0,
[RoomState.Playing]: 0,
[RoomState.Paused]: 0,
[RoomState.Finished]: 0
},
roomsCreated: 0,
roomsDestroyed: 0,
playersJoined: 0,
playersLeft: 0
};
this.updateStats();
}
/**
* 更新配置
*/
updateConfig(newConfig: Partial<RoomManagerConfig>): void {
Object.assign(this.config, newConfig);
this.logger.info('房间管理器配置已更新:', newConfig);
}
/**
* 设置事件处理器
*/
override on<K extends keyof RoomManagerEvents>(event: K, handler: RoomManagerEvents[K]): this {
this.eventHandlers[event] = handler;
return super.on(event, handler as any);
}
/**
* 移除事件处理器
*/
override off<K extends keyof RoomManagerEvents>(event: K): this {
delete this.eventHandlers[event];
return super.off(event, this.eventHandlers[event] as any);
}
/**
* 销毁管理器
*/
destroy(): void {
// 停止自动清理
if (this.cleanupTimer) {
this.cleanupTimer.stop();
this.cleanupTimer = undefined;
}
// 销毁所有房间
const roomIds = Array.from(this.rooms.keys());
for (const roomId of roomIds) {
this.destroyRoom(roomId, '管理器销毁');
}
// 清理资源
this.rooms.clear();
this.playerRoomMap.clear();
this.removeAllListeners();
}
/**
* 生成房间ID
*/
private generateRoomId(): string {
const chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
let result = '';
for (let i = 0; i < this.config.roomIdLength; i++) {
result += chars.charAt(Math.floor(Math.random() * chars.length));
}
// 确保ID唯一
if (this.rooms.has(result)) {
return this.generateRoomId();
}
return result;
}
/**
* 检查房间名称是否存在
*/
private isNameExists(name: string): boolean {
for (const room of this.rooms.values()) {
if (room.getConfig().name === name) {
return true;
}
}
return false;
}
/**
* 设置房间事件监听
*/
private setupRoomEvents(room: Room): void {
room.on('roomDestroyed', (reason) => {
// 自动清理已销毁的房间
this.rooms.delete(room.getConfig().id);
this.updateStats();
});
}
/**
* 更新统计信息
*/
private updateStats(): void {
this.stats.totalRooms = this.rooms.size;
this.stats.activeRooms = this.rooms.size;
this.stats.totalPlayers = this.playerRoomMap.size;
// 重置状态统计
this.stats.roomsByState = {
[RoomState.Waiting]: 0,
[RoomState.Playing]: 0,
[RoomState.Paused]: 0,
[RoomState.Finished]: 0
};
// 统计各状态房间数量
for (const room of this.rooms.values()) {
const state = room.getRoomInfo().state;
this.stats.roomsByState[state]++;
}
}
/**
* 启动自动清理
*/
private startAutoCleanup(): void {
this.cleanupTimer = Core.schedule(this.config.autoCleanupInterval / 1000, true, this, () => {
this.performAutoCleanup();
});
}
/**
* 执行自动清理
*/
private performAutoCleanup(): void {
const now = Date.now();
const roomsToDestroy: string[] = [];
for (const [roomId, room] of this.rooms) {
const config = room.getConfig();
const stats = room.getStats();
// 清理空房间(如果启用了自动销毁)
if (config.autoDestroy && room.isEmpty()) {
roomsToDestroy.push(roomId);
continue;
}
// 清理长时间无活动的已结束房间
if (stats.state === RoomState.Finished &&
now - stats.createTime > 3600000) { // 1小时
roomsToDestroy.push(roomId);
continue;
}
}
// 执行清理
for (const roomId of roomsToDestroy) {
this.destroyRoom(roomId, '自动清理');
}
if (roomsToDestroy.length > 0) {
this.logger.info(`自动清理了 ${roomsToDestroy.length} 个房间`);
}
}
/**
* 获取管理器状态摘要
*/
getStatusSummary() {
const stats = this.getStats();
const rooms = Array.from(this.rooms.values());
return {
stats,
roomCount: rooms.length,
playerCount: this.playerRoomMap.size,
publicRooms: rooms.filter(r => r.getConfig().isPublic).length,
privateRooms: rooms.filter(r => !r.getConfig().isPublic).length,
fullRooms: rooms.filter(r => r.isFull()).length,
emptyRooms: rooms.filter(r => r.isEmpty()).length,
averagePlayersPerRoom: rooms.length > 0 ?
rooms.reduce((sum, r) => sum + r.getAllPlayers().length, 0) / rooms.length : 0
};
}
/**
* 踢出玩家(从其所在房间)
*/
kickPlayer(sessionId: string, reason: string = '被管理员踢出'): boolean {
const room = this.getPlayerRoom(sessionId);
if (!room) {
return false;
}
return room.kickPlayer(sessionId, reason);
}
/**
* 批量销毁房间
*/
destroyRoomsBatch(roomIds: string[], reason: string = '批量清理'): number {
let destroyedCount = 0;
for (const roomId of roomIds) {
if (this.destroyRoom(roomId, reason)) {
destroyedCount++;
}
}
return destroyedCount;
}
/**
* 检查玩家是否在房间中
*/
isPlayerInRoom(sessionId: string): boolean {
return this.playerRoomMap.has(sessionId);
}
/**
* 获取玩家所在房间ID
*/
getPlayerRoomId(sessionId: string): string | undefined {
return this.playerRoomMap.get(sessionId);
}
}